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Enactive interfaces and the new wave of studies in cognitive sciences

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Enactive interfaces and the new wave of studies in cognitive sciences. Elena Pasquinelli ... Open issues for VR/cognitive sciences ... – PowerPoint PPT presentation

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Title: Enactive interfaces and the new wave of studies in cognitive sciences


1
Enactive interfaces and the new wave of studies
in cognitive sciences
  • Elena Pasquinelli

2
Enactive interfaces
  • https//www.enactivenetwork.org/
  • Enactive interfaces interfaces based on action
    and perception rather than on symbolic or iconic
    representations
  • Bruner, 1966
  • Strong accent on
  • Action-perception loops
  • Knowledge of the functioning of perceptual and
    motor systems
  • Multimodal perception
  • Acquisition of skilled behaviors

3
Some examples
  • Collaboration between sighted and blind children
  • Haptic and sound devices haptic touch and
    audition can be used for helping blind children
    in drawing and following a map, but also for
    enhancing collaboration with sighted children
    (Certec Lab, Lund)
  • Learning how to write Japanese e characters
  • Reactive robots haptics and vision seem to do
    well in enhancing learners performances in the
    production of Japanese characters. Controlled
    haptic feedback (the experience of doing it
    right) seems then to count for efficient learning
    of tasks that involve skilled hand movements,
    such as writing (PERCRO Lab, Pisa)
  • Creation of new experiences
  • The pebble box haptic stimuli can be coupled
    with divergent acoustic stimuli (and even visual
    stimuli) so as to produce new experiences that
    cannot be undergone in the real world (QUB Lab,
    UK).

4
A corresponding model of cognitive functioning
  • Cognition is situated (Clancey, Brooks,
    Phylyshyn)
  • in a body, in a physical world and also in a
    social one
  • Cognition is distributed (Hutchins, Kirsh, Clark)
  • the system composed of the organism and the
    external entity with which the organism is linked
    by a two way interaction is a cognitive system in
    its own right
  • Cognition is embodied (Varela, Van Gelder,
    Thelen)
  • Sensory-motor capacities, or the activity of the
    agent, are crucial in the enactment of the world
    and mind.

5
The new wave of studies in cognitive sciences
  • Opposition to the classicist view Boiled down
    to its essence, cognitive science proclaims that
    in one way or another our minds are computers
    Dennett, 1993, p. 126
  • Cognition is not (limited to) being the mirror of
    reality and perception does not (only) consists
    of the representation of the world. This claim
    leads to the criticism of internal
    representations
  • Cognitive processes are not (necessarily)
    centralized, i.e. there is no gap between
    cognitive processes and their surrounds
  • Perception and cognition cannot be considered
    outside the frame of action and of the bodily
    possibilities

6
Body matters some consequences upon technologies
for education
  • Different bodies, different accesses to the
    world, and different styles of learning
  • Importance of developing the capacity of
    exploration with multiple senses
  • A proposal Developing VR multimodal simulations
    at school
  • Importance of producing a meta-cognitive access
    to the role of body in knowledge
  • A proposal Developing VR simulations for
    experiencing different combinations of action and
    perception
  • Importance of producing embodied empathy
    (understanding how is it like to have a different
    body)
  • A proposal Developing VR simulations for
    experiencing different ways of access to the
    world (VR for designers and teachers)

7
Open issues for VR/cognitive sciences
  • Can we transfer competences and acquire skills
    from the interaction with technological devices
    to the real world? Which are the drawbacks of
    contextualization?
  • Which is the role of motor/perceptual interaction
    in the acquisition of more conceptual capacities
    and knowledge?
  • Which are the cognitive capacities that are
    involved in simulations (VR, playing, )? How
    much realism is necessary? Which emotional
    reactions are triggered, and how? Ethical
    side-effects?
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